12,463 Commits over 2,284 Days - 0.23cph!
T2 primitive and T3 vanilla
Update T2 and T1 Primitive
Baseline for tech tree editor tool improvements
No longer needs to be opened/reopened when going in and out of play mode
Implements a snapping system to easily lay out items, grid is slightly skewed in-game for better visual flow
Applied new layout on IO and T1 tree
Add -> TryAdd in BuriedItems
Merge from mission_tutorial_reset_fix
Selectively reset mission state when starting a tutorial, prevents mission complete status of non-tutorial missions getting stomped
Merge from hardcore_refresh
Another loot spawn change to try and resolve these game mode issues
Merge from cinematicEntity_fix
Fix cinematic entity DemoHideObjects convars not working after closing and reopening a demo
Merge from hardcore_refresh
Reapply
125897, adjust logic to only run if there is already loot spawned, should fix no loot in vanilla
Added an editor tool to simulate loot spawns on each loot spawn scriptable object, can configure how many slots and how many iterations to run
Don't show the little arrow on the player indicator on the map in hardcore
Merge from hardcore_refresh
Subtract
125897, want to rule it out of causing the empty loot spawns issue
Testing out drawing on the in-game map, only has basic functionality right now
Merge from hardcore_refresh
If a player has set their bagassignmode to always allowed, always preserve the final slot so that a players bag allotment can't be filled by another player
This isn't really an issue in vanilla since we can just clear bags on the map, but if the bags in hardcore are in a location that hasn't been cleared they wouldn't be able to place new bags without dying
Don't lock vehicles for a period after purchasing if safe zones are disabled by a game mode
Added canRepairIfCraftingBanned option to game modes, enabled on hardcore
Allows weapon repairs without a blueprint if the item being repaired is banned from crafting by the gamemode
Force play the whole death screen animation when closing the ESC menu while dead to ensure fog of war is applied properly
Fix recyclers in safe zone working at low efficiency in hardcore mode (there are no safe zones in hardcore)
Clear local fog of war when disconnecting from a server
Merge from fishing_village_a_door_fix
Marked the red door leading into the vehicle purchase building at fishing village a always openable, previously was blocked on servers first boot and would be openable after server restart
Merge from NormalizedTapeUsed_nre
Fixed possible NRE when recording a cassette (NormalizedTapeUsed)
Merge from project_generation
Merge from digestion_tea_sync
Player modifiers now respect time scale
Fixed a typo in Protobuf.Modifier
Player modifiers now tick with a double instead of a float, should be more reliable on long server uptimes
Merge from hardore_refresh
Fixed loot spawns not properly getting filtered by game mode restrictions
Apply crafting cost multipliers to mixing/cooking benches
Fix for bear pie timing not being sync with other teas
Removed all foliage grid baking systems from the tutorial island, including all baked foliage sets
Will be replaced with support for new foliage system in naval update, right now island spawns with foliage/clutter
Merge from animation_update_medical_syringe
Merge from hardcore_refresh
Fix server not sending fog images to client on connect
Possible NRE fix when connecting to a hardcore server and dying quickly
Rename convar enum for clearer options down the line